Weapon emulators and systems and methods related thereto

ABSTRACT

A method of emulating a weapon comprising: illuminating a barrel tip locator to create an illuminated barrel tip locator when a fire signal is received; capturing an image of the illuminated barrel tip locator on a recorded media; and replacing the image of the illuminated barrel tip locator on the recorded media with a digitized visual effect.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.14/217,193, filed on Mar. 17, 2014, which claimed the benefit of U.S.Provisional Application No. 61/799,941, filed on Mar. 15, 2013, both ofwhich are hereby incorporated by reference in their entirety.

FIELD

The present patent document relates to weapon emulators and systems andmethods related thereto. More particularly, the present patent documentrelates to weapon emulators for use with movie or film making and thesystems and methods related thereto.

BACKGROUND

Firearms used in movies (or TV, theatre, or similar areas of theentertainment industry) represent several concerns, chief among thembeing safety, legal, and cost. In order to obtain the ultimate inrealism as required by modern movies, real guns modified to fire blanksare used, which in a number of cases has resulted in death (i.e. BrandonLee, Jon-Erik Hexum, etc.) and injury (i.e. Al Pacino burning his handon a hot gun barrel during the filming of Scarface, etc.).

Blanks comprise an explosive such as gunpowder, which can be harmlessfrom as close as three feet away but can have a dangerous or even deadlyimpact up close. While the powder from blanks disperses quickly, if afirearm is pressed against an object, even the blank will causedevastating damage similar to if an actual bullet was used. Firing thewrong type of blank can also cause serious injury.

In addition to the physical dangers, using real guns and blanks on amovie set comes with a number of legal issues. The Bureau of Alcohol,Tobacco and Firearms (BATF) regulates every aspect of firearm use. Theseregulations become even more onerous with the use of “killing weapons”such as machine guns and the like. Unfortunately, these types of“killing weapons” are often very desirable for movie makers because oftheir fantasy aspect. Among other things, BATF limits who on the set canlegally interact with guns, as well as the burden to ensure that theregulatory paperwork is fully correct.

There are also a number of cost issues associated with using real gunsin movies. To begin with, there is the ongoing cost of “consumables”(i.e. blanks, squibs, etc.). Gun use on movie sets also often results inhigher insurance rates. In addition, the potential for lawsuits frommisuse of guns is increased. The use of real guns in movies requiresadditional qualified personnel on the payroll (i.e. gun wrangler,weapons handler, etc.), which increases costs. Real guns requireenhanced security for storage and transportation, which all increasecosts and cut from the bottom line.

In addition to the already mentioned problems, there are a number ofpractical issues with the use of real guns on movie sets. Blanks do notalways fire properly and multiple “takes” due to reduced reliabilityfrom fractional-load blanks (i.e. misfires, jams, partial ornon-operation of slide/bolt, etc.) are inevitable. When movies are beingfilmed on location, depending on the location of the set, there oftenexist noise regulations that restrict when filming scenes involving theuse of guns and blanks may occur.

Accordingly, a replacement for the use of real guns on the sets ofmovies, film, theater and other endeavors is needed.

SUMMARY OF THE EMBODIMENTS

In view of the foregoing, an object according to one aspect of thepresent patent document is to provide weapon emulators, systems forusing weapon emulators, and methods related thereto. Preferably themethods and apparatuses address, or at least ameliorate, one or more ofthe problems described above. To this end, a weapon emulator isprovided. In one embodiment, a weapon emulator comprises: a body; anelectro-mechanical actuator coupled to the body; and a firing indicatorcoupled to the electro-mechanical actuator and designed to move relativeto the body when the electro-mechanical actuator is activated. In apreferred embodiment, the weapon emulator further comprises a wirelesscommunication interface.

In a preferred embodiment, the electro-mechanical actuator is a solenoidmotor. In some of those embodiments, the solenoid motor comprisesmultiple stages.

In many embodiments, the weapon emulator has the appearance of afirearm. In some of the embodiments where the weapon emulator has theappearance of a firearm, the firing indicator is a slide. In someembodiments including a slide, the electro-mechanical actuator isdesigned to move the slide at least one inch relative to the body. Inother embodiments, the slide may move at least 1.25 inches, 1.5 inches,1.75 inches or even 2 inches or more.

In some embodiments, the weapon emulator further comprises a shellejection mechanism. In some of those embodiments, the shell ejectionmechanism includes an electro mechanical actuator designed to eject ashell casing.

In some embodiments, the weapon emulator further comprises a barrel tipindicator. In some embodiments with a barrel tip indicator, the barreltip indicator is an LED.

A preferred embodiment of a weapon emulator further comprises a triggerwherein movement of the trigger causes the electro-mechanical actuatorto activate.

In another aspect the embodiments disclosed herein, a weapon emulator isprovided comprising: a body; an electro-mechanical actuator coupled tothe body; a firing indicator coupled to the electro-mechanical actuator;and electronics designed to synchronize the activation of theelectro-mechanical actuator with the operation of a camera and/or timingof a camera frame.

In yet another aspect of the embodiments disclosed herein a method ofemulating the visual appearance of a weapon firing is provided. Apreferred embodiment comprises the steps of: receiving a fire signal;activating an electro-mechanical actuator coupled to a body of a weaponemulator; and causing a firing indicator coupled to theelectro-mechanical actuator to move relative to the body of the weaponemulator.

A preferred embodiment of the method further comprises the step ofpulling a trigger to create a fire signal. Some embodiments furthercomprise the step of causing a barrel tip indicator to illuminate.

In yet another aspect of the embodiments disclosed herein, a system forfilming a movie is provided. Preferred embodiments of a system forfilming a movie comprise: a weapon emulator comprising a firingindicator and a wireless interface; and a system controller including awireless interface designed to communicate with the weapon emulator.

Some embodiments of the system further comprise a handheld controllerwith a wireless interface designed to communicate with the systemcontroller. Some embodiments of the system further comprise a camerawherein the camera is in communication with the system controller. Someembodiments of the system further comprise a squib wherein theactivation of the squib is coordinated with the activation of the weaponemulator by the system controller. Preferred embodiments of the systemfurther comprise audio equipment in communication with the systemcontroller.

In yet another aspect of the embodiments disclosed herein, a method forsynchronizing the activation of a weapon emulator to a camera isprovided. Preferred embodiments of a method for synchronizing theactivation of a weapon emulator to a camera comprise the steps of:activating the weapon emulator; using a trigger on the weapon emulatoras a gate to indicate activation of the weapon emulator; activating anelectro-mechanical actuator coupled to a body of a weapon emulator; andcausing a firing indicator coupled to the electro-mechanical actuator tomove relative to the body of the weapon emulator during a next fullframe count of the camera.

In yet another aspect of the embodiments disclosed herein, a method forautomatically inserting audio and visual effects into film frames isprovided. Preferred embodiments of such methods comprise the steps of:activating a weapon emulator; creating a digital time-tagged data filecontaining sound and visual markers for a time and location in the filmthat the weapon emulator was activated; using software to locate thesound and visual markers; and using software to insert the correspondingsound and visual effects from a pre-recorded firearm effects library.

In some embodiments of the method, the location weapon emulator isactivated is designated by a barrel tip locator.

In yet another aspect of the embodiments disclosed herein a film createdby the process described herein is provided. In preferred embodiments ofthe film, the film is created with a process comprising the steps of:causing an electro-mechanical actuator to move a firing indicator on aweapon emulator relative to a body of the weapon emulator; capturing themovement of the firing indicator on film; and editing the film inpost-production to add both a sound effect and a visual effect.

In some embodiments of the filming of the processes described herein,the process further comprises the step of: synching the movement of thefiring indicator with a camera frame.

As described more fully below, apparatuses, systems, and methodscomprising a weapon emulator are provided. Further aspects, objects,desirable features, and advantages of the apparatuses, systems andmethods disclosed herein will be better understood from the detaileddescription and drawings that follow, in which various embodiments areillustrated by way of example. It is to be expressly understood,however, that the drawings are for the purpose of illustration only andare not intended as a definition of the limits of the claimed invention.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates one embodiment of a weapon emulator with a cutoutexposing the electro-mechanical actuator.

FIG. 2 illustrates an isometric view of one embodiment of a 3dimensional CAD model of a body for use in a weapon emulator.

FIG. 3 illustrates a system including a weapon emulator.

FIG. 4 illustrates an exploded view of one embodiment of a weaponemulator.

FIG. 5A illustrates a cross sectional view of one embodiment of a weaponemulator.

FIG. 5B illustrates a cross section view of the top portion of theweapon emulator in FIG. 5A with the slide retracted.

FIG. 5C illustrates a rear view of the weapon emulator of FIG. 5A with aportion of the handle removed such that the electronics are visible.

FIG. 5D illustrates a front view of the weapon emulator of FIG. 5A withthe slide removed and the barrel tip indicator exposed.

FIG. 6A illustrates a top view of the weapon emulator of FIG. 5A.

FIG. 6B illustrates a top view of the weapon emulator of FIG. 6A withthe firing indicator removed.

FIG. 7A illustrates a cross sectional view of another embodiment of aweapon emulator.

FIG. 7B illustrates a side view of the top portion of the weaponemulator of FIG. 7A with the firing indicator in the retracted position.

FIG. 8A illustrates a front view of one embodiment of a shell ejectionmechanism.

FIG. 8B illustrates a rear view of one embodiment of a shell ejectionmechanism.

FIG. 8C illustrates a side view of one embodiment of a shell ejectionmechanism.

FIG. 9 illustrates one embodiment of a shell ejection sequence for theshell ejection mechanisms shown in FIGS. 8A-8C.

DETAILED DESCRIPTION OF THE EMBODIMENTS

The embodiments of the present patent document create an instrument thatlooks and acts like a weapon, such as a gun, without actually being aweapon, and without the negatives cited above. In preferred embodiments,the weapon emulator is a micro-controlled, electro-mechanically actuatedalternative to the traditional blank-adapted firearm used in movies,television, theatre and similar areas of the entertainment industry, aswell as gaming development and military & law enforcement training. Inpreferred embodiments, the weapon emulator emulates a “real” weapon inthree areas: Mechanical Operation, Muzzle Flash, and Gun Shot Sound. Afourth area, Controls & Interfaces, deals with integrating with theoutside world.

In one embodiment, a weapon emulator may be accomplished with thefollowing steps: First, machine out of metal the major components of thefirearm (i.e. upper slide/bolt and lower frame/receiver) such that theexternal appearance is a precise replica of the real gun, but theinternal configuration is not (i.e. fire control components cannot beinstalled, etc., thereby avoiding any legal or regulatory issues). In apreferred embodiment, the major components may be machined out ofaluminum but in other embodiments, other metals may be used. Inaddition, casting, molding or other forms of manufacture may be used forcreating the major components of the weapon.

Second, install an electro mechanical actuator. The electro-mechanicalactuator is preferably installed in place of the barrel/chamber or guiderod but may be installed anywhere within the body. Accordingly, theexplosive propellants associated with real/blank ammunition are replacedwith an inherently safe mechanism for moving the slide/bolt when thetrigger is pressed (i.e. there are no projectiles or hot gases of anykind and the barrel is not even capable of releasing such substances).

Third, install electronics for driving the electro-mechanical actuatorat a realistic speed. In a preferred embodiment, the electronics arecomprised of a microcontroller and associated support circuitry.However, in other embodiments, other types of electronics may be usedand the electronics may provide other functionality such as wirelesscommunications and the like.

In a preferred embodiment, the electronics are powered by batteries andin an even more preferred embodiment, high pulse current capableLithium-Polymer batteries may be used. In a preferred embodiment, aplurality of batteries are used and connected in series for highervoltage. The batteries may be in any form factor and may be connected inother electrical configurations.

Lastly, a preferred embodiment may also include a magazine that ejectsan empty shell at the right time following a trigger pull.

In another aspect of the present patent document, an embodiment of asystem is provided where the operation of the weapon emulator(s) is/arefully integrated with cameras, all under the control of a singleindividual armed with a handheld controller that is capable of runningthe controlling application. In a preferred embodiment, the handheldcontroller is a tablet. In another preferred embodiment, the handheldcontroller is a smartphone (i.e. iPhone, etc.). In yet otherembodiments, other types of control devices may be used such as alaptop, desktop or other type of computer.

In a preferred embodiment, the individual controlling the system haswirelessly micro-adjustable control over when the weapon emulator“fires” on a frame-by-frame basis (programmed to optimize how the weaponemulator operation looks on film) and be able to configure the modes ofoperation of each weapon emulator used in the scene. In a preferredembodiment, all possible modes of operation are included in the firmwarepre-loaded onto the embedded controller, and the desired operation isselected at any time, as needed, by the individual operating thecontroller.

In different embodiments, different modes of operation may be included.As non-limiting examples, triodes of operation may include single-shot,fully automatic, 3-round burst, N-round burst (where a number N roundsof gunfire are fired in succession), machine pistol, double-tapintervals, programmed rate of fire, Semi-to-Auto conversion andprogrammed misfires. For each mode of operation, trigger operation maybe detected with a solid-state sensor, resulting in a full actuationcycle of the slide/bolt, and simulating a pattern of gunfire shotsdepending on the mode of operation.

In preferred embodiments, the system coordinates the weapon fire withcorresponding body-hit squibs. In some embodiments, the individual usingthe controller may each simulated gun shot to its corresponding body-hitsquibs (thus eliminating timing problems associated with manual squibinitiation), coordinate the on-set sounds of gunfire through an audioprocessor (for “silent” operation, low-volume gunshots as a feedback aidto the actors, or full-volume gunshots if desired and local noiseregulations allow), and set up the generation of a digital filerepresenting the real-time operation of all firearms on the set. In apreferred embodiment, the digital file is used in post-productionediting to automatically locate the correct film frames for insertion ofsound and flashes. In other embodiments, other capabilities may beadded.

In a preferred embodiment, a fully functional alternative to thetraditional firearms currently used in movies is provided. From theperspective of the movie-viewer, these proposed “fake” firearms will beindistinguishable in operation from “real” firearms, while themovie-maker will see significant safety improvements, elimination ofnegative legal issues, and reduced production cost. Additionally, thedesign of both the firearm and the larger system of which it is a partmay enable vast improvements in other aspects of movie-making,television, theatre, and similar areas of the entertainment industry.The embodiments of the system disclosed herein also may be used in videogame production and law enforcement and any other area where gun firereplication may be needed.

To this end, FIG. 1 illustrates a weapon emulator 10. As used herein,the word “weapon” may refer to any device designed to inflict harm orprotect, including but not limited to: guns, firearms, bows, cross-bows,grenade launchers, rocket launchers, Gatling guns, machine guns, Uzis,or any other type of weapon. In a preferred embodiment, “weapon” refersto a device designed to launch a projectile. In an even more preferredembodiment, “weapon” refers to a device designed to launch a projectileusing an explosion caused from gunpowder or a similar explosive.“Weapon” includes both handheld weapons and weapons mounted on vehiclesincluding cars, motorcycles, trucks, boats, ships, planes, helicopters,or any other vehicles. In a preferred embodiment, a weapon refers to ahandheld firearm.

A “weapon emulator” may be any device designed to emulate a weapon. In apreferred embodiment, a “weapon emulator” can simulate the appearance ofa weapon being fired. In particular, a “weapon emulator” includes aweapon prop designed to simulate a weapon in a movie. In a preferredembodiment, a weapon emulator may simulate the appearance of a weaponbeing fired in a movie. In some embodiments, a weapon emulator may bemade from a real weapon. In creating a weapon emulator from a realweapon, some portions of the real weapon may be removed or modified.Once the real weapon has been modified, it preferably no longerfunctions as a working weapon but retains the capability to simulate theappearance of a working weapon.

In some embodiments, a weapon emulator may comprise portions of a realweapon. For example, outer portions of the body or casing of a realweapon may be attached over a weapon emulator body to add authenticityto the appearance of the weapon emulator. In yet other embodiments, aweapon emulator may be fabricated completely from scratch.

A weapon emulator may be made from any material. The individual parts ofa weapon emulator do not all have to be made from the same material. Ina preferred embodiment, the weapon emulator may be made from materialssimilar o the materials used to construct the real weapon. Inembodiments where the weapon emulator is designed to simulate a gun, theweapon emulator may be made from metal such as steel, or stainlesssteel. However, in other embodiments, a weapon emulator may be made fromother metals such as aluminum, brass, nickel, titanium, or any othermetal. In yet other embodiments, a weapon emulator may be made fromplastic, rubber, ceramic, wood, or any other suitable material. In yetother embodiments, advanced synthetic polymers may be used. In apreferred embodiment, where the weapon emulator is designed to simulatea firearm, the weapon emulator may be machined from aluminum usingcomputer numerical control (CNC). In a preferred embodiment, the weaponemulator is machined to exactly replicate the external appearance of thefirearm being replicated. In yet other embodiments, casting, molding,forging or any other type of manufacture may be used.

The weapon emulator 10 shown in FIG. 1 comprises a body 12. The body 12of the weapon emulator is designed to provide structure to the weaponemulator 10. In the embodiment shown in FIG. 1, the body 12 comprises ahandle 14. The handle allows the hand-held weapon emulator shown in FIG.1 to be held by a human hand. In a preferred embodiment, the body 12 andfiring indicator 18 (or lower and upper receiver, as the case may be)are machined out of a solid billet of aluminum, per a detailed 3dimensional CAD model representation of the firearm.

FIG. 2, illustrates an isometric view of one embodiment of a 3dimensional CAD model of a body 12 for use in a weapon emulator 10. Thebody 12 shown in FIG. 2 is designed to emulate a Sig Sauer P228.However, in other embodiments, other weapons or firearms may bereplicated. Using 3D CAD models allows a perfect or near perfectreplication of the external appearance of the firearm, while providingfor an internal volume of space with various mounting locations to housethe electro-mechanical actuator 16, electronics 20, power supply andrelated components. In other embodiments, other methods of manufacturemay be employed. Regardless of the method of manufacture, preferably theweapon emulator 10 looks as close as possible on the outside to theweapon it is trying to emulate.

Returning to FIG. 1, the weapon emulator 10 further comprises anelectro-mechanical actuator 16. The electro-mechanical actuator 16 iscoupled to the body 12. In a preferred embodiment, theelectro-mechanical actuator 16 is a solenoid motor. In an even morepreferred embodiment, the electro-mechanical actuator 16 is amulti-stage solenoid motor. A multi-stage solenoid motor is used forhigh-force and minimum drive count (2-3 stages for typical short-strokeoperation), utilizing moving coils to minimize the overall mass ofassembly under motion. In other embodiments, the electro-mechanicalactuator 16 is a fixed magnet with moving coil or coils driven as asingle solenoid or voice coil. In yet another preferred embodiment, theelectro-mechanical actuator 16 is an alternating-pole magnet assemblywith multiple coils driven as stepper motor.

In most embodiments, the electro-mechanical actuator 16 provides linearmotion. In a preferred embodiment a direct linear actuator comprised ofa series-connected voice coil motor, or “multi-solenoid” is used,wherein position feedback is provided by a microcontroller to advancethe firing indicator 18 slide (or bolt) in either direction. This isaccomplished by selectively applying drive waveforms to sequential coilsacting upon a rotor made up of a single rare-earth magnet, whosedimensions are matched for this purpose with the individual coillengths.

In embodiments where the firing indicator 18 is a slide, the requiredmotion is linear, and may be achieved by a purely linear motor, orthrough the use of translational mechanical linkages to convert a rotarymotor to a linear motion. Position feedback may be used by amicrocontroller to advance the slide/bolt in either direction byselectively applying drive waveforms to sequential coils acting upon arotor made up of a single rare-earth magnet, whose dimensions arematched with the individual coil lengths.

In other embodiments, the electro-mechanical actuator 16 may be any typeof electro-mechanical actuator, including a linear stepper motor, aplurality of linear stepper motors, a lead screw or other linearactuator designs, or any other type of electro-mechanical actuator.

In a preferred embodiment, a position sensor or sensors may function toprovide feedback to the embedded controller for the purpose of movingthe firing indicator 18 in a more precise and realistic manner. Positionsensors may include: 1.) Simple end-of-stroke switches that detect whenthe firing indicator 18 is in the chamber (forward ready) position or inthe ejection (rearward) position. The electro-mechanical actuator 16 maybe driven open-loop between these two positions. 2.) Digital or AnalogHall Effect switches located between the individual coils to detect thepresence of the leading or trailing edge of the magnet. With the magnetlocation known relative to the coils, the electro-mechanical actuator 16may be driven closed-loop. 3.) Linear Magnetic Scale technique utilizinga magnetic stripe with alternating poles acting upon a specialtyintegrated circuit that detects the magnetic pattern and converts it toa precise measurement of absolute location, enabling motion control atvery fine resolutions. In yet other embodiments, any of several methodsmay be used to sense position utilizing magnetic, optical, inductive,capacitive, resistive, mechanical, and other techniques. In a preferredembodiment, integrated Hall Sensors are included for position feedbackto the controller, and integrated temperature sensors are included forreal-time thermal overload monitoring.

The weapon emulator 10 shown in FIG. 1 further comprises a firingindicator 18. The firing indicator 18 is coupled to theelectro-mechanical actuator 16. A “firing indicator” as used herein isany visible portion of a weapon emulator 10 that is moved relative tothe body 12 of the weapon emulator 10 when the weapon emulator issimulating the firing of the weapon. Accordingly, the firing indicator18 is coupled to the electro-mechanical actuator 16 such that when theelectro-mechanical actuator 16 is activated, the firing indicator 18moves relative to the body 12 of the weapon emulator 10 to visuallyemulate the firing of the weapon. In various different embodiments, thefiring indicator 18 may be any portion of the weapon emulator 10 thatmoves relative to the body 12 when the electro-mechanical actuator 16 isactivated. In preferred embodiments, the firing indicator 18 may be aslide, bolt, hammer, cylinder or any other externally visible part ofthe weapon emulator 10 that needs to move to visually simulate thefiring of a real weapon.

The slide is the part of the weapon on a majority of semi-automaticpistols that moves during the operating cycle and generally houses thefiring pin or striker and the extractor, and serves as the bolt. A bolton a rifle may be thought of as performing the same function. The slideis typically spring-loaded so that once it has moved to its rearmostposition in the firing cycle, spring tension brings it back to thestarting position, chambering a fresh cartridge during the motion,provided that the magazine is not empty.

Through the principles of recoil or blowback operation, the slide isforced back with each shot. Generally, this action serves threepurposes: ejecting the spent casing, cocking the hammer or striker forthe next shot, and loading another cartridge into the chamber when theslide comes forward.

Once the magazine is empty, the slide will lock back, and is releasedonly when the slide stop is depressed; if a new magazine is insertedbefore the slide stop is depressed, then a new cartridge will bechambered. Automatically cocking the hammer or striker is an importantfunction of double action and single action pistols. However, somesemi-automatic pistols are double action only, and are designed to omitthis step of cocking the hammer or striker. In the embodiment shown inFIG. 1, the firing indicator 18 is shown as a slide.

The cylinder is the cylindrical, rotating part of the weapon onrevolvers that moves during the operating cycle. The cylinder containsmultiple cartridge chambers. The hammer in a revolver is spring-loadedand positioned on the other side of the cylinder from the barrel, inline with the barrel. A revolver is operated by cocking the hammer back,which lines up a new cartridge in between the hammer and the barrel, andthen releasing the hammer by pulling the trigger. The spring throws thehammer forward so that it hits the primer, which explodes, igniting thepropellant, and driving the bullet down the barrel.

A firing indicator 18 is some portion of the weapon emulator 10 visibleon the outside of the weapon emulator 10 such that when the firingindicator 18 moves relative to the body 12, the weapon emulator 10visually simulates the appearance of the firing of a real weapon. Forexample, when a pistol is fired, the slide or bolt on the pistol movesback away from the barrel of the gun relative to the body and recoils.In another embodiment, the firing indicator 18 may be the hammer. In apistol, the hammer moves back and rapidly returns forward when the gunis fired. In yet another preferred embodiment, the firing indicator is acylinder. For example, in a six-shooter revolver, the cylinder portionof the gun that holds the six bullets may also rotate during the cockingof the gun. To this end, the firing indicator 18 is any portion of theweapon emulator 10 that moves relative to the body 12 in order to allowthe weapon emulator 10 to visually provide the appearance of a realweapon being fired.

To this end a firing indicator 18 may include a slide, bolt, hammer,cylinder, or any other portion of a weapon emulator 10 visuallymimicking the firing of a real weapon. Of course, the component actingas a firing indicator 18 on a weapon emulator 10 is not required toprovide any of the functionality of the corresponding component on areal weapon, and may only be placed in motion by the electro-mechanicalactuator 16 to allow the weapon emulator 10 to replicate the visualappearance of a firing weapon.

Although the firing indicator 18 is designed to mimic the appearance ofthe firing of a real weapon, in some embodiments, the firing indicator18 may not perform exactly like its real counterpart on a real gun. Forexample, in some embodiments, the firing indicator 18 on the weaponemulator 10 may not move relative to the body 12 as fast as its realcounterpart on a real gun. Because the weapon emulator 10 providessoftware control over the firing indicator 18, the firing indicator 18may move in an almost unlimited number of ways including: 1.) movingbackward and forward rapidly, to simulate the effect of a firearm beingfired; 2.) moving backward and forward at a controlled rate, toaccomplish some effect not available with a real firearm; 3.) movingbackward and forward in a discontinuous manner, in order to demonstratea simulated malfunction; 4.) moving backward and forward in asynchronized manner, such that the firearm is time-aligned with someexternal event; and 5.) moving backward and forward as needed toaccomplish the requirements of the user.

The inclusion of a micro-controlled electro-mechanical actuator 16 asthe basis for weapon emulator operation enables the implementation ofany conceivable motion through software code development. Withsufficient memory resources, all possible modes of operation may bepre-loaded onto the embedded controller, and the desired operation maybe selected at any time, as needed, by the actor or crew member.

In a preferred embodiment, the firing indicator 18 is a slide. In anembodiment where the firing indicator 18 is a slide, the body 12, firingindicator 18, and electro-mechanical actuator 16 are arranged such thatthe firing indicator 18 may be rapidly moved in one direction relativeto the body 12 and then recoil back to its original position.Preferably, this visually mimics the appearance of a slide or bolt on areal gun.

In another preferred embodiment, the firing indicator 18 may be acylinder. In an embodiment where the firing indicator 18 is a cylinder,the body 12, firing indicator 18, and electro-mechanical actuator 16 arearranged such that the firing indicator 18 rotates from one chamber thenext chamber, in one direction relative to the body 12. Preferably, thisvisually mimics the appearance of a cylinder on a real gun.

In yet another embodiment, the firing indicator 18 may be a hammer. Insuch an embodiment, the firing indicator 18 may retract from the body 12and return with each firing. Preferably, this visually mimics theappearance of a hammer on a real gun. In yet other embodiments,different firing indicators 18 may be combined. As a non-limitingexample, a firing indicator 18 designed to mimic a cylinder and a firingindicator 18 designed to mimic a hammer may be combined in a singleweapon emulator 10.

FIG. 3 illustrates a system 100 including a weapon emulator 10 andadditional supporting components. While a weapon emulator 10 may be usedas a standalone unit, whose operational features are configured bymanipulating various multi-purpose levers and buttons on the gun itself,in a preferred embodiment, weapon emulator 10 is designed to be used ina system 100. The system 100 may vastly expand the features and benefitsavailable from using the weapon emulator 10, especially in the field ofmovie making. The stand-alone weapon emulator 10 may be used alone ormay be configured through firmware updates to integrate with a largersystem 100. Firmware updates may be used to add any type of additionalfeature or functionality to weapon emulator 10.

At the heart of the system 100 is the System Controller 108. The SystemController 108 communicates with the weapon emulator 10 and in preferredembodiments, coordinates many of the functions of the weapon emulator10. The System Controller 108 may be a single unit or be made up ofmultiple units. In the embodiment shown in FIG. 3, the System Controller108 is made up of a Wireless Interface 110, Firearm Controller 112, PyroFx Controller 114, and Sound Fx Controller 116. In other embodiments,these functions may be provided in fewer units. For example, differentlevel units may be created that are designed to handle all the functionsof a certain number of weapon emulators 10. For example, a “MID” levelsystem may be a compact single box controller which supports thewirelessly frame-synchronized operation of up to four weapon emulators10. Other custom “level” systems may be created and they may be stackedor used in combination to build systems capable of handling largernumbers of weapon emulators 10 or specific features.

As may be seen in FIG. 3, multiple weapon emulators 10 may be used in asystem 100. The weapon emulators 10 may be of various types and kindsincluding hand guns, machine guns, assault rifles or any other type ofweapon emulator 10. In some embodiments, one or more of the weaponemulators 10 may be connected to the System Controller 108 throughcables. However, in a preferred embodiment, the System Controller 108includes a wireless interface and the weapon emulators 10 communicatewith the System Controller 108 via the wireless interface 110.

In a preferred embodiment, the wireless link may support multiplewireless communication protocols. However, in other embodiments, asingle wireless protocol may be used. Wireless interface 110 may supportBluetooth, WiFi (IEEE 802.11), 3G, 4G, LTE, a custom and/or proprietarywireless link, or any other type of wireless protocol. In the systemshown in FIG. 3, the wireless interface 110 uses a multi-channelultra-low latency wireless link to communicate with the weapon emulators10. The wireless link may be encrypted or proprietary in order toprevent inadvertent actuation by an unauthorized source, therebyincreasing safety. The wireless interface 110 may receive pre andpost-use status reports from the weapon emulators 10. In addition, thewireless interface 110 may receive real-time low latency time tags offirearm operational events. These may be later used by the system 100for post-production work as discussed later in this document. In yetother embodiments, the wireless interface 110 may receive other messagesfrom the weapon emulators 10 including but not limited to Sync confirm,trigger active, self-test or system test requests or results, or anyother type of operational message.

The wireless controller 110 may also send information to the weaponemulators 10. As just a few examples, the wireless controller 110 maysend a status request, self-test request, configuration file update,firmware update, initiate sync or re-sync, or a fire command to name afew.

In addition, the wireless interface may communicate with handheldcontrollers 120. In the embodiment shown in FIG. 3, Bluetooth is used tocommunicate with the handheld controllers 120. Bluetooth may bepreferable because of its low power consumption and broad range ofcompatible devices. Handheld controllers 120 may be a phone, tablet,laptop or any other type of portable communication device that allows aremote user to communicate with the system 100 and preferably the SystemController 108. Handheld controllers 120 may include a custom piece ofsoftware such as an “app” to aid in running system 100. Preferably,handheld controllers 120 have a graphical user interface (GUI), thatallows a person to interface with the system 100. In a preferredembodiment, handheld controllers 120 may interface with the system inreal time such that handheld controllers 120 always show currentinformation.

In a preferred embodiment, all available system features are accessibleand configurable through a convenient GUI on the handheld controller120. As just a few examples, a user may use a handheld controller 10 towirelessly connect with the System Controller 108 and perform setup andconfiguration of the system 100 as well as getting and monitoring thestatus of all components including the weapon emulators 10. As anotherexample, a user may set the firing mode of any weapon emulator 10.Firing modes may include but are not limited to single-shot, multi-shot,full-auto and burst. Status of the system 100 may include performing aninitial built in self-test (BiST), battery capacity, shell count in themagazine, squib status, temperature reports, operation status and anyother system or component related information. As yet another example, auser may set a number of system attributes, including but not limited toselection of gunshot sound for each weapon emulator 10, whether thegunshot sounds will be broadcast and at what volume, and assigningsquibs to each weapon emulator 10 and/or gunshot.

In some embodiments, the system 100 using a weapon emulator 10 mayfurther comprise audio equipment 106 to provide sound feedback for thefiring of the weapon emulator 10. Audio equipment 106 may include but isnot limited to speakers, cables, and a Sound Controller 116. The soundequipment 106 is preferably located in a location where it will not showup in the field of view of any cameras but may still be easily heard byanyone using system 100.

In some embodiments, Sound Controller 116 may be part of the SystemController 108. In a preferred embodiment, when the user pulls thetrigger of the weapon emulator 10, a wireless signal will be sent to theaudio controller 116 and an audio response will be generated through thespeakers 106. In the preferred embodiment, the audio response may be agunshot sound.

The director or some other person may control the on-set sound of eachgunshot. Different sounds may be used for different weapon emulators 10.Different volumes may be used for different weapon emulators 10. Someweapon emulators 10 within the system 100 may produce an audio responsewhile other weapon emulators 10 in the same system 100 are set not toproduce an audio response. When filming late at night, the volume may beturned down to accommodate any noise restrictions while still allowingfeedback to the actors. As described above, all the sound settings maybe configurable through the handheld controller 120.

In a preferred embodiment, the gunshot sounds played by the speakers 106may be specially modified to enhance and help in the editing process.For example, rather than play a recording of an actual complete gunshoteach time the weapon emulator 10 fires, a “clipped” version may beplayed. In a preferred embodiment, the leading and trailing edges of theclipped version are suppressed, thereby providing a sound that is stillsimilar to a gunshot, but whose content is more certain to besuccessfully overwritten during editing by the longer duration “real”gunshot sound clip. In yet other embodiments, the gunshot sounds may be:1.) single tone—a brief sinusoidal tone that is easy to filter outafter-the-fact; 2.) multiple tone—a multi-tone burst that is simple tofilter out, while providing a gun-aligned sound that is not ascompletely artificial as a single tone; 3.) Matched SpectralConstruct—an actual high-fidelity audio clip of the gunshot from thesound library to be used, which is then overwritten (or simply amplitudeboosted) during post-production sound editing; and 4.) Unique SpectralConstruct a digitally constructed audio waveform whose spectral contentis explicitly defined, such that post-production digital signalprocessing could completely filter it out, while leaving any dialogueand other ambient sounds un-attenuated. In a preferred embodiment, thiswaveform would sound very gunshot-like, be relatively narrow-band, andbe adjustable up or down the frequency scale in order to optimize itslocation on the sound spectrum to best “avoid” spectral overlap withother sounds expected to occur during filming.

Although the system 100 may be used for numerous different purposes,including military and police training, theater and many other purposes,the preferred use of a weapon emulator system 100 is for filming amovie. To this end, the system 100 may include one or more cameras 102.Although FIG. 3 illustrates a camera 102, a camera 102 is not a requiredcomponent of the system 100. Cameras 102 may be thought of as part ofthe system 100 or simply as an element that interfaces with the system100 when the weapon emulator system 100 is being used for film. As anon-limiting example, the same or similar system 100 may be used fortheater with no camera 102. In a preferred embodiment, the cameras 102interface with the Firearm Controller 112 through a shutter timingdevice 104. Examples of a shutter timing device include but are notlimited to a genlock interface, jam sync interface or any other shuttertiming device designed to provide frame-resolved alignment ofasynchronous imaging equipment.

In a preferred embodiment, System Controller 108 includes a FirearmController 112. The Firearm Controller 112 is the primary link to allweapon emulators 10 in the system 100. The Firearm Controller 112 is thecentral interface for connection to the camera shutter timing device104, the Sound Controller 116 (if present) and audio tracks, the Pyro FxController 114 (if present), and any handheld controller 120.

The shutter timing device 104 may be used to guarantee the weaponemulator 10 is only used when the camera 102 shutter is open. In orderto achieve this result, a genlock or jam sync connection 104 may bemaintained between the Firearm Controller 112 and the cameras 102. In apreferred embodiment, the Firearm Controller 112 receives the timinginformation from the cameras 102 via the shutter timing device 104 andcommunicates that information to the weapon emulators 10. Use of thegenlock or jam sync connection 104 is completely optional and if thisconnection does not exist, the system 100 and weapon emulators 10 maystill be used without the guarantee of synchronization to the frame rateof the camera.

As mentioned above, the timing and time tag signal is preferably derivedfrom the genlock output. The time tag signal is used to record a frameresolved data file which identifies the firing indicator 18 actuation ofevery weapon emulator 10 operating on the set. The data file may be usedin post-production to allow after effects to easily be added to thefilm. For example, gunfire and muzzle flashes may be preciselyauto-inserted during post production editing. In a preferred embodiment,the system 100 may include portable media 122 to allow for transferringthe frame resolved data file for post-production and editing. In theembodiment shown in FIG. 3, a USB Flash Drive is used as the portablemedia, but in other embodiments, other forms of portable media may beused. Non-limiting examples of portable media include CD's, DVD's, Flashdrives of various kinds, portable hard-drives and others.

In embodiments where pyrotechnics are used, the embodiment may alsoinclude a Pyro Fx Controller 114. The Pyro Fx Controller may be part ofthe System Controller 108. The Pyro Fx Controller 114 is the linkbetween the operation of the weapon emulator 10 and all associatedpyrotechnics. In a preferred embodiment, pyrotechnics include bullet orbody hit squibs 124; however, in other embodiments, any type ofpyrotechnic may be controlled or configured via the Pyro Fx Controller114.

In a preferred embodiment, for safety purposes, the system 100 may havea human in-the-loop controller 118. The human in-the-loop controller 118is any kind of interface that requires a human to physically activate.When dealing with pyrotechnics or any r type of explosive, the humanin-the-loop may be able to arm and or disarm the explosives via thehuman in-the-loop controller 118. In a preferred embodiment, the humanin-the-loop controller 118 interfaces with the Pyro Fx Controller 114and arms and disarms the squibs 124.

In operation of a preferred embodiment, Firearm Controller 112communicates with the optional Pyro Fx Controller, Sound Fx Controllerand Wireless interface 110 to provide synchronized use of both theweapon emulators 10, squibs 124 and audible gunshot sounds via thespeakers 106. In a preferred embodiment, each operation of a weaponemulator 10 and/or squib 124 is time tagged and written to a data filefair use in post-production.

FIG. 4 illustrates an embodiment of a weapon emulator 10 with some ofits components exploded out for easy viewing. In preferred embodiments,the weapon emulator 10 further comprises an electronics package 20, ashell ejection mechanism 24, a power supply 26, and a magazine 28.

The power supply 26 may be any type of power supply, includingbatteries, solar, direct line, or any other type of power supply. In apreferred embodiment, batteries are used. Batteries allow the weaponemulator 10 to be mobile. In various embodiments, various differentkinds of batteries may be used, including but not limited to, wet cellbatteries, dry cell batteries, galvanic cells electrolytic cells, fuelcells, flow cells, and voltaic piles. In a preferred embodiment, LithiumPolymer (Li-Poly) batteries are used. Depending on the powerrequirements, in different embodiments, different numbers of batteriesmay be used. In a preferred embodiment, two Li-Poly batteries may beused.

The power supply 26 should be designed to provide power to work theelectro-mechanical actuator 16 and supply the electronics package 20with power. To this end, the power supply 26 may supply any voltage oramperage needed, depending on the particular embodiment's requirements.In a preferred embodiment, two Li-Poly batteries are connected in seriesto provide a nominal 7.4V for powering the motors directly. In apreferred embodiment, DC/DC converters convert the 7.4V into the correctvoltage to supply the electronics package.

In the preferred embodiment, the two Li-Poly high capacity batteriescomprise the power supply 26. Each battery is located under the handgripon either side of the magazine well of the weapon emulator 10. In otherembodiments, the power supply 26 may be stored in other locations andcomprise other components. Preferably, the power supply 26 providesbetween 5 and 20 volts to the weapon emulator 10.

The embodiment of a weapon emulator 10 shown in FIG. 4 also comprises anelectronics package 20. Electronics package 20 may also be referred toas control electronics 20. In a preferred embodiment,control electronics20 are comprised of an embedded controller, full bridge motordrivers,power conversion, timing circuitry, and data communications suchas wireless links. The electronics package 20 may be entirely located ona single board or may be separated into a number of boards. Theelectronics package 20 is preferably located either along the top of thebarrel above the electro-mechanical actuator 16, or in the back of thebutt of the handle of the weapon emulator 10. In some embodiments,components of the electronics package 20 may be located in both places.In other embodiments, the electronics package 20 may be located in otherlocations.

In a preferred embodiment, the weapon emulator 10 uses actual firearmcomponents 30 wherever possible to make the weapon emulator 10 appear asrealistic as possible. Although the body 12 will be custom made,typically CNC machined, many other components attached to the body 12may be actual firearm parts 30 from a real weapon. In the preferredembodiment, the use of these parts in no way enables the use of theweapon emulator 10 as an actual weapon. Numerous types of parts may beavailable off-the-shelf for many different types of weapons. The use ofreal parts may also lower fabrication costs. Despite the advantages ofusing real weapon parts, the use of actual weapon parts is only forvisual effect and is not a requirement of the embodiments disclosedherein.

The embodiment of a weapon emulator 10 shown in FIG. 4 also includes amagazine or clip 28. Embodiments may exist without a magazine or clip28. In a preferred embodiment, the magazine 28 conforms to the correctexternal appearance of the real weapon. In a preferred embodiment, themagazine 28 may be an assembly and may contain the power supply 26,brass cartridges 13, shell ejection mechanism 24, and an electronicsinterface to the electronics 20 in the frame.

When a real weapon is fired, often a shell casing 13 is ejected. Inorder to visually mimic the firing of a real weapon, in someembodiments, the weapon emulator 10 may further comprise a shellejection mechanism 24. In a preferred embodiment, the magazine 28 isfitted with a shell ejection mechanism 24 that allows empty shells 13 tobe ejected from the weapon emulator 10 to simulate the same visualeffect created when a real weapon ejects a shell. In other embodiments,no shell ejection mechanism 24 is present.

A shell ejection mechanism 24 is designed to visually simulate theejection of a shell casing from the weapon emulator 10. The virtualshell casing 13 ejected from the shell ejection mechanism 24 may beanything that visually simulates the ejection of a shell casing. In someembodiments, real, spent or unleaded, brass shell casings may be used.In other embodiments, pieces of metal, plastic, rubber, or somecombination thereof, may be ejected to simulate the visual appearance ofa real shell casing being ejected. In a preferred embodiment, the shells13 may include an embedded magnet installed in place of the primer, toaid in the electromechanical manipulation of the shell 13 duringejection.

In yet other preferred embodiments that include a shell ejectionmechanism 24, the shell ejection mechanism 24 may occupy the space inthe magazine 28 in front of the shell 13 where a bullet would typicallybe in a real gun. Because only spent or empty shells 13 are needed, roomis left for the shell ejection mechanism 24 by the absence of thebullet. In a preferred embodiment, the ejection trajectory of theejection mechanism 24 is adjustable.

In some embodiments, the weapon emulator 10 may further comprise abarrel tip locator 32. In a preferred embodiment, the barrel tip locator32 may be a light such as a light emitting diode (LED), Laser or othertype of light. The barrel tip locator 32 provides a visual indication ofthe origin of the barrel tip at the time the weapon emulator 10 isfired, to aid in placement of the digitized visual effect, such as amuzzle flash, during post-production film editing. The light source maybe pulsed for a duration matched to the camera frame rate so that theflash of light appears on only one or two frames and coincides with theexact location and occurrence in time of the weapon emulator beingfired. In yet other embodiments, other types of locators may be used. Insome embodiments, the light emitted from the barrel tip locator 32 maybe used to initiate and synchronize squib function.

FIG. 5A illustrates a cross sectional view of one embodiment of a weaponemulator 10. The weapon emulator 10 in FIG. 5A includes a body 12,handle 14, power supply 26, firing indicator 18, electro-mechanicalactuator 16, barrel tip locator 32 and electronics 20 and 25 (20 notshown in FIG. 5A). In FIG. 5A, the firing indicator 18 is a slide. Theslide is shown in the forward position in FIG. 5A.

As may be seen, the weapon emulator 10 includes a trigger 15. Thetrigger 15 may be a standard trigger 15 from the actual weapon or onemade to be visually similar. In either case, the trigger 15 has anon-standard mounting method. In operation, when the trigger 15 ispulled, the electro-mechanical actuator 16 is caused to activate;emulating the firing of the weapon. In some embodiments, the trigger 15may be mechanically connected to the electro-mechanical actuator 16 suchthat pulling the trigger 15 mechanically activates theelectro-mechanical actuator 16. However, in a preferred embodiment, asensor is used and the pulling of the trigger 15 is sensed with thesensor. The activation of the electro-mechanical actuator 16 is handledvia electronics and/or software based on the sensor output. In apreferred embodiment, the trigger sensor is a solid state sensor;however, in other embodiments, other sensor types may be used. In apreferred embodiment, the sensor senses the angular position of thetrigger; however, other sensor types may be used including pressuresensors, accelerometers and others.

Below is described just one non-limiting example of a weapon emulator 10including a solid state sensor for sensing the trigger 15 pull. In suchan embodiment, the trigger 15 may incorporate a small magnet and anadjustable-threshold Hall Effect sensor will detect that the trigger 15has been pressed far enough to be interpreted as a desire to fire theweapon emulator 10. In a preferred embodiment, the adjustable-thresholddevice will enable the sensitivity of the trigger 15 to be dialed in bysoftware during production or changed in the field to accommodate someunique need. In some embodiments, the trigger sensitivity of each weaponemulator 10 may be set via the handheld controller 120.

Embodiments using a trigger sensor provide the added ability to bettersynchronize the audio output. By detecting the motion of the trigger 15,embedded software may determine that the operator wished to fire theweapon emulator 10, but delay the actuation of the electro-mechanicalactuator 16 by the measured wireless link latency (determined previouslyin a one-time calibration step), thus causing the electro-mechanicalactuator 16 to operate at the instant the Sound Fx Controller 116finally delivers the gunshot sound to the on-set speakers 106. In apreferred embodiment, the fixed delay is a summation of all thelatencies in the system 100, including sensor detection, wirelessmessaging from weapon emulator 10 to Sound Fx Controller 116, audio fileselection, and streaming of audio to the speakers 106. All thosecombined delays should take no more than a few milliseconds, but if notaccounted for, there may be a noticeable visual and auditory disconnectbetween the operation of the weapon emulator 10 and the expected gunsound.

In preferred embodiments, more advanced levels of automation and orcontrol may be incorporated into the actual firing of weapon emulator10. For example, regardless of a trigger pull, the weapon emulator mayneed to be momentarily or permanently armed by the Fire Arm Controller112. If the Fire Arm Controller 112 only momentarily arms the weaponemulator 10, the system 100 can ensure the weapon emulator 10 is notinadvertently fired or fired at the wrong time.

In yet another embodiment, the weapon emulator 10 may provide a fire cueto the actor. For example, in a preferred embodiment, the Firearm FxController 112 may send a signal to the weapon emulator 10 to pulse theinternal electro-mechanical actuator 16. The pulsed actuator would causethe weapon emulator 10 to vibrate slightly and may be used as a cue toprivately let the actor know they should take a pre-planned action. TheFirearm Fx Controller 112 may control the signals such that the actor iscued at all the right times based on when the director wants the actorto fire the weapon simulator 10 or perform some other pre-plannedaction. The cue may be a single pulse (basic motion profile used toinitiate a pre-planned response from the actor holding the weaponemulator 10), multi-pulse (series of two or more pulsed actuations),prolonged pulse (continuous stream of pulsed actuation commands for aprogrammable duration, such that the sensation felt by the user issimilar to a vibration), timing pulse (fixed number of pulsedactuations, with the user informed beforehand that the actual cue willoccur on the Nth pulse), pacing pulse (pulsed actuations issuedperiodically to provide a series of on-going cues to the user), or anyother desired pattern of pulses. The commands to perform any of theabove-listed actuation profiles are set up beforehand, and theninitiated through a wired or wireless connection.

In a preferred embodiment, the simulated firing of the weapon emulator10 may be synchronized to the camera 102 frame rate. For example, boththe movement of the firing indicator 18 and the ejection of the shell 13may be implemented under programmed computer control. Computer controlenables the ability to ensure that the weapon emulator 10 is operated atthe most optimum times relative to the frame capture rate of the moviecamera, even allowing “micro-frame” programmability to operate theslide/bolt 18 and position the brass 13 to create the best effect withineach captured frame image. In a preferred embodiment, this isaccomplished by using the weapon emulator's trigger 15 as a “gate” whichenables the firing of the weapon emulator 10 on the next full framecount of the camera 102, with additional programmable delays permittingthe “micro-frame” adjustability feature. The electro-mechanical actuator16 in the preferred embodiment may enable extremely fine controlrelative to the camera shutter.

In another aspect of the present patent document, a high-fidelityfirearm effects library may be provided for use with a weapon emulator10. A firearm effects library may include both audio cuts and filmimagery that is precision matched for every model of weapon emulator 10available, such that the post production sound and visual effectseditors will be able to utilize the realistic sounds and sights that areuniquely characteristic of the specific firearm being used in a scene.Because the weapon emulator 10 is all controlled digitally and is insync with the filming process, markers may be associated with the filmframes in which the weapon emulator 10 is fired. The markers may be usedin post-production to allow the quick and easy insertion of gun soundsand muzzle flashes.

In a preferred embodiment, the weapon emulator 10 may be set up to allowpost production auto insertion of gunshot effects. That is, software maybe used to find these sound and visual markers and automatically insertsounds and sights associated with the weapon emulator 10. In anembodiment that allows auto-insertion of gunshot effects, all gun“action” may be recorded to a digital time-tagged data file with frameID's so that the individual gunfire sound and visual effects, includingdry cycling, may be automatically inserted into the precisely alignedplaces they belong in the audio and video/film tracks. In a preferredembodiment, the digital file may explicitly define the exact location inthe sound track where the gunshot or other weapon sound should be heard,and also identify the type of weapon used, so the matching sounds may beselected from the sound library. The same principles may be applied toother sounds a firearm makes that are also recorded in real-time to thedigital file, such as manually chambering a round, cocking or de-cockingthe hammer, magazine insertion and extraction, and selector switchoperation to name a few.

In order to associate external events to specific film frames, orlocations on an audio track, a universal time-keeping method must beestablished. Although in some embodiments, a proprietary protocol couldbe developed, most professional recording equipment is alreadycompatible with the SMPTE Time Code. In a preferred embodiment, SMPTETime Code is used as the default time-keeping basis.

In a preferred embodiment, every action associated with the operation ofa weapon emulator 10 is accounted for by identifying the weapon emulator10, the action, and the SMPTE Time Code when the action occurred, andrecording this information to a digital file. In a preferred embodiment,the digital file is maintained by the controller embedded in the weaponemulator 10 itself. This file is then transferred wirelessly to anexternal memory device (i.e. a thumb drive) for use in thepost-production editing process. In other embodiments, the file may bemaintained by the Firearm Fx Controller 112.

In embodiments where more than one weapon emulator 10 is being used, allindividual timelines may be merged in order to present thepost-production editors with all weapon emulator 10 events in oneconvenient file. Alternatively, the individual timeline files may beleft separate, and be utilized serially in the editing process.

In some embodiments, the embedded controller in the weapon emulator 10or Firearm Fx Controller 112 has the capability to interface withcompatible time code sync devices to perform a “jam sync,” therebyaligning all compatible recording devices with the master frame clocksource. In embodiments with multiple recording devices in use, like on atypical movie set, it is generally necessary to ensure that all areoperating in alignment with the same running time code. This may beaccomplished by performing a “jam sync” on all the compatible recordingdevices to align them with the master frame clock source. A commondevice that is used for this purpose is the Denecke SB-T Time Code &Video Sync Generator, and the embedded controller in the weapon emulator10 may include the ability to interface with this and compatible timecode sync devices.

As an aid in accelerating the post-production editing process, theTimeline Data Log may also support the automated insertion of gunfiresounds, since the time tagged data file explicitly defines the exactlocation in the sound track where the gunshot should be heard, and alsoidentifies the type of weapon emulator 10 used. Accordingly, thematching gunshot may be selected from the sound library. This sameprinciple applies to other sounds a weapon emulator 10 makes, which arealso recorded in real-time to the data file, such as manually chamberinga round, cocking or de-cocking of the hammer, magazine insertion andextraction, selector switch operation, etc.

Returning to FIG. 5A, a number of brackets, standoffs and fasteners 40,42 and 44 may be used inside the body 12 of the weapon emulator 10 tosecure the various components. The size, shape and placements of thesebrackets, standoffs and fasteners 40, 42 and 44 may vary from embodimentto embodiment and will likely vary depending on the particular size andshape of the weapon emulator 10.

In the embodiment shown in FIG. 5A, the bracket 40 is a mount for theelectro-magnetic actuator 16. The bracket 40 secures in place the magnetstack for the electro-magnetic actuator, and also acts as the referencesurface/feature for ensuring proper alignment of the electro-magneticmotor and attached components to the body 12 and slide 18 of the weaponemulator 10. In the embodiment shown in FIG. 5A, standoffs 42 and 44 arealuminum standoffs which secure the magnet stack to the electro-magneticactuator 16 mount.

The particular type of weapon which is emulated in FIG. 5A. The SigSauer P228 includes a Return Spring Guide Rod 46. The Return SpringGuide Rod 46 is found in most semi-automatic handguns. In a preferredembodiment, it is included in the weapon emulator 10 to maintainrealism, since it is exposed during firing when the slide 18 recoilsback. In some embodiments, a solid state sensor may be embedded insidethe Return Spring Guide Rod 46 to sense the position of the slide 18during cycling/operation.

FIG. 5B illustrates a cross section view of the top portion of theweapon emulator in FIG. 5A with the slide retracted. In the embodimentshown in FIG. 5A, the slide 18 has a stroke of about 1.75 inches. Tothis end, the slide 18, retracts over the body 12 of the weapon emulator10 about 1.75 inches when the weapon emulator 10 simulates a round beingfired. In other embodiments, other amounts of relative movement betweenthe firing indicator 18 and the body 12 may be used.

When the slide is in the retracted position as shown in FIG. 5B, a holein the slide allows for a shell 13 to be ejected. If the weapon emulator10 is equipped with a shell ejection mechanism 24, (not shown) then ashell 13 will be ejected from the weapon emulator 10. In a preferredembodiment, a brass shell including a bullet may be fixed in the topmostlocation in the magazine 28 such that when the slide 18 is retracted, itappears another round of ammunition is ready to be chambered.

As is shown in both FIGS. 5A and 5B, the barrel tip indicator 32 may becomprised of a number of components. In the embodiment shown, the barreltip indicator 32 includes a small electronics board 50 with an LEDattached. At the correct time, the electronics board 50 supplies powerto the LED which causes the LED to illuminate. The LED may shine througha lens/filter 52 located at the end of the barrel. The lens/filter 52may be a lens, filter or combination of the two. The lens/filter mayfocus the light from the LED, disperse the light from the LED or simplylet it pass. If a filter is provided, the filter may be polarizing ornon-polarizing and may affect the color and or reflectivity of the lightemitted from the barrel.

FIG. 5C illustrates a rear view of the weapon emulator of FIG. 5A with aportion of the handle removed such that the electronics are visible.FIG. 5D illustrates a front view of the weapon emulator 10 of FIG. 5A.

FIG. 6A illustrates a top view of the weapon emulator of FIG. 5A. Thefiring indicator 18 is shown in the forward position. FIG. 6Billustrates a top view of the weapon emulator of FIG. 5A with the firingindicator 18 removed. As may be seen in FIG. 6B, the electronics package20 may be positioned above the electro-mechanical actuator 16 and belowthe firing indicator 18 inside the weapon emulator 10.

FIG. 7A illustrates a cross sectional view of another embodiment of aweapon emulator 10. The weapon emulator 10 shown in FIG. 7A is similarto the weapon emulator shown in FIG. 4A. However, the weapon emulatorshown in FIG. 7A has the electro-mechanical actuator 16 in a differentposition, below the barrel assembly. Placing the electro-mechanicalactuator 16 below the barrel makes construction simpler, as well ashaving a positive effect on “negative” recoil. The embodiment shown inFIG. 7A also has additional features discussed below.

The embodiment in FIG. 7A shows the electro-mechanical actuator 16comprising a magnetic stack 16A, motor coil spool 16C and motor coils16B. In other embodiments, other types or designs of electro-mechanicalactuators 16 may be used. In the embodiment shown in FIG. 7A, the motorcoils 16B are wound onto the motor coil spool 16C. The embodiment shownin FIG. 7A uses a multi-solenoid 2-coil configuration. In otherembodiments, a single solenoid or coil may be used or more than onesolenoid or coil may be used. The magnetic stack 16A uses 3 magnets withopposite poles attached. In other embodiments, other numbers of magnetsgray be used. The length of the magnetic stack 16A and motor coils 16Bmay be designed such that the appropriate stroke of the firing indicator18 is achieved when the electro-mechanical actuator 16 is activated.

As may be seen, the electro-mechanical actuator 16 in the embodimentshown in FIG. 7A is located below the barrel. The magnetic stack 16A issecured in place via magnet mount 43 coupled to the motor mount 40. Theelectro-mechanical actuator 16 is driven by the part of the electronicspackage 20. In the embodiment shown in FIG. 7A, a motor coil driverassembly 20E is provided. In a preferred embodiment, the motor coildriver assembly 20E is a dedicated H-bridge driver with supportcircuitry on a printed circuit board which sinks & sources high currentthrough each motor coil 16B.

In a preferred embodiment, the position of the electro-mechanicalactuator 16 may also be sensed by the electronics 20 for feedbackpurposes. In the embodiment shown in FIG. 7A, a position sensor assembly20F is used to provide position feedback to the embedded controller insupport of the electro-mechanical actuator 16 drive functions.

The embodiment shown in FIG. 7A includes a grip 19. The grip 19 ispreferably the actual grip designed to be used with the real weapon.However, it may be a grip 19 manufactured to look like the real grip. Ineither case, the grip preferably allows the installation of componentsfor the weapon emulator 10 as shown in FIG. 7A.

In the embodiment shown in FIG. 7A, a number of electronic components20A, 20B and 20C are located under the grip. Electronic component 20A isa Power converter. Power converter 20A interfaces to the batteries andprovides all the voltages needed by the weapon emulator 10, and insuresthat these voltages remain constant as the batteries are discharged.Component 20B is wireless communication electronics. The wirelesscommunication electronics 20B provide wireless communicationscapabilities for the weapon emulator 10. In a preferred embodiment, thewireless communication electronics 20B provide communication with thehandheld controller 120 via a Bluetooth connection. Component 20C is anembedded controller. The embedded controller 20C is the “brains” of allsystem capabilities in the weapon emulator 10. By upgrading the firmwarein the embedded controller, new capabilities may be added and existingcapabilities may be modified.

The embodiment shown in FIG. 7A includes a second firing indicator 18 inthe form of a hammer 31. In a preferred embodiment, the hammer 31 may bethe actual part from the real firearm. In other embodiments, the hammer31 may be manufactured to visually resemble a real hammer. In apreferred embodiment, the hammer is modified to actuate underindependent control such that it may also function as a firing indicator18. To this end, a hammer motion assembly 33 is provided. The hammermotion assembly 33 may be any electro-mechanical actuator 16. In theembodiment shown in FIG. 7A, a single solenoid and coil are used.However, in other embodiments, any type of electro-mechanical actuator16 may be used. The hammer motion assembly 33 provides automatedactuation of the hammer 31 in sync with the slide 18 motion. In apreferred embodiment, the hammer motion assembly 33 also supports manualcocking by the user.

In a preferred embodiment, the weapon emulator 10 includes a recoileffect assembly 52. Recoil effect assembly 52 provides a recoil effect.The recoil effect assembly 52 in FIG. 7A is anchored to the body 12 andpushes against a semi-floating reaction mass. In a preferred embodiment,the recoil effect assembly 52 is located as high as possible within therear section of the slide, thereby maximizing the rotational effect ofthe body 12 experienced by the hand that occurs upon actuation of therecoil feature.

In a preferred embodiment, a recoil reaction actuator 52 comprises areaction mass, which provides a substantial mass against which theweapon emulator 10 body 12 can electro-mechanically push. The reactionmass is actuated coincident with the firing of the weapon emulator 10,imparting both visible and physically felt recoil to the user holdingthe weapon emulator 10. The recoil phase of the slide/bolt motion isaccompanied by an immediate full-force “push” of the actuator againstthe reaction mass, thus imparting the desired “hard” recoil effect. Thereturn phase of the slide/bolt motion is accompanied by a broadlyapplied low-force “pull” of the actuator toward the reaction mass,enabling the mechanism to return to its ready position and await thenext triggering of a recoil event. In a preferred embodiment, a movingcoil actuator is used to cause the body 12 to recoil backwards in amanner similar to the firing of a real gun. The moving coil actuatorfurther augments the reaction mass with the weight of the rotor magnet.In the embodiment shown, the rotor (motor) connects to the reaction massand the stator (coil) connects to the body 12.

In operation, the firearm controls on weapon emulator 10 are generallyused as they would be used on a real firearm (i.e. the trigger is pulledto fire the gun, etc.), with some additional system managementcapabilities. In a preferred embodiment, the programmable controller 20Cenables the implementation of an end-to-end Built-in-Self-Test (BIST),as well as full battery 26 assessment and management, in order to ensurethat the weapon emulator 10 is fully functional and ready to performwithout error while filming. In a preferred embodiment, the weaponemulator 10 controls may also include any of the following capabilities:1.) The magazine catch may include an added sensor that detects use toalert the embedded controller 20C that battery power is about to beremoved, initiating sleep mode or an orderly shutdown of the weaponemulator 10; 2.) The trigger 15 may be instrumented with a sensor as aninput switch for data entry and feature selection during manual setup;3.) The hammer 31 may be a combined actuator and sensor to enablecocking manually as well as from the slide 18 motion; 4.) The decockinglever may include a sensor, which when activated prompts the controller20C to actuate the hammer 15 to maintain realistic usage; 5.) The slide15 catch lever may include a sensor, which when activated prompts thecontroller 20C to release the slide 18 forward as if under the force ofa return spring; 6.) The take-down lever may not be used as normal fordisassembly, instead a multi-angle sensor is installed so the lever maybe used for mode selection, with the trigger acting as an input. Inother embodiments, other capabilities may be added.

In some embodiments, the time and location of visual effects may bedesignated by a barrel tip locator 32. In the embodiment shown in FIG.7A, the barrel tip locator 32 is an RGBW four emitter LED. In apreferred embodiment, the barrel tip locator 32 is capable of scenematching, such that both the color and intensity of the flash of lightare adjustable to maximize effectiveness relative to the scene beingfilmed.

In a preferred embodiment, the barrel tip locator 32 is capable ofsingle-frame designation (light source is pulsed “on” for a durationcorrelated to the camera frame rate so that the flash of light onlyappears on the one frame that coincides with the actual moment that themuzzle flash should occur) and multi-frame designation (same assingle-frame designation but for multiple frames). In embodiments wherethe light source is an LED, the LED may be a single LED or a multipleLED light source. A single LED supplies a monochromatic light source ina wavelength that is broadly suitable for most filming conditions.Multi-LED light sources are constructed of a plurality of wavelengthsand provide for a programmable variety of colors to optimize theirsuitability for the filming conditions at that moment. For example, amultiple LED light source could be an RGBW four-color LED array as shownin FIG. 7A. The LED 32 may be controlled by embedded electronics such asan LED driver 62, with the emitted color selected so as to minimizereflections in the scene being filmed. A multi-spectral source like thisalso provides the possibility of doing unconventional color mixing inorder to achieve unusual or unique colors, if so desired by the filmmaker. In other embodiments, the light source may be a laser, or ismonochromatic, RGBW, or polarized light to name a few.

In preferred embodiments, the weapon emulator 10 includes hardware orsoftware support to enable tuning the light source to a specificwavelength, or combination of wavelengths, whose combination has theleast contrast with the scene being filmed. In one embodiment, theweapon emulator 10 includes hardware or software support to enablescaling the brightness of the tuned light to the lowest level neededwhile still designating the location of the barrel tip for the purposeof digitized muzzle flash insertion.

In some embodiments, the weapon emulator 10 contains a device capable ofreflection minimization. In a preferred embodiment, the device is arotatable optical polarizer element for alternative reflection control.By only allowing the projection of polarized light, and providing forits angle adjustment, further control is maintained over the intensityof reflection artifacts, as recorded by the camera. In otherembodiments, the device may be some other device capable of minimizingreflections on surrounding objects.

In one embodiment, the light source/barrel assembly will be treated as aLine Replacement Unit (LRU), so that different light sources can beinterchanged to accommodate different filming conditions. This enablesthe dictates of the film maker to be implemented without undue delay.

In some embodiments, the end of the barrel may include visibilityenhancers. In an even more preferred embodiment, the visibilityenhancers are frosted (or other dispersive finish) light-transmissiveplugs. This increases light source observability when the camera ispositioned behind the firearm.

In operation the visibility enhancers may work as follows: when theweapon emulator is fired, particularly in the case of a pistol, theslide moves back during the recoil phase of operation, exposing theplug, which is immediately illuminated by the light source. Thisprovides the intended muzzle flash designation point, which is nowvisible from any angle, rather than just from the front. In an even morepreferred embodiment, the light transmissive plug is briefly actuatedforward at the moment of firing, illuminated, and then retracted. Thisprovides the insertion point for the digitized muzzle flash, whichoverwrites the presence of the plug in the image. If the plug extendsfar enough, the captured image could be processed to determine the 3Dpointing vector needed to perform auto-insertion of a muzzle flash withthe proper 3D orientation. In another embodiment, a set of plugs may besupplied, each with selectively applied surface opacity, for a varietyof scene options to prevent reflections and other unwanted artifactsfrom being captured during filming.

As explained above, in some embodiments of a system 100 using a weaponemulator 10, the weapon emulator 10 may be wirelessly synced up tobody-hit squibs 124 through the electronics control system. In apreferred embodiment, each squib may be tied to a specific round in theweapon emulator 10. Accordingly, when the weapon emulator 10 is fired,the timing and explosion of the body-hit squib 124 may be coordinatedand synced with the firing. In a preferred embodiment, the wireless linkmay be encrypted and the System Controller equipped with a deadmanswitch 118 under direct control of the stunt coordinator to preventaccidental firing of any squibs 124.

In another embodiment, the barrel indicator 32 light source may be usedto initiate or synchronized the squibs 124. In such an embodiment, thelight source is used to sweep across squib targets and eitherautomatically fire and initiate the squibs, or to cause the weaponemulator 10 to pulse, giving the actor an indication to pull thetrigger. Embodiments using the light source of the barrel indicator 32to initiate or synchronize the activation of the squibs 124 may createadded realism at the weapon emulator 10 is pointed at the target whenthe squib 124 is initiated. The relatively narrow cone of light emissionfrom the light source in the barrel is an alternative to wirelesscontrol and ensures an improved visual correlation between the weaponemulator 10 aim point and the activated squibs 124.

FIG. 7B illustrates a side view of the top portion of the weaponemulator 10 of FIG. 7A with the firing indicator 18 in the retractedposition. When the firing indicator 18 is in the retracted position,both the Return Guide Rod 46 and the Barrel Assembly 56 are exposed. Ina preferred embodiment, both the Return Guide Rod 46 and the outside ofthe Barrel Assembly 56 maintain their visual appearance as close aspossible to the real firearm.

FIG. 8A illustrates a front view of one embodiment of a shell ejectionmechanism 24. In the embodiment shown in FIG. 8A, the test setup isshown for such an embodiment. However, FIGS. 8B and 8C illustrate therear view and side view of the shell ejection mechanism 24 adapted foruse in a weapon emulator 10. If a magazine is loaded with spent shellsor their equivalent rather than “normal” ammo with bullets installed,the entire length of the front of the magazine remains open.Accordingly, in preferred embodiments, shell ejection mechanism 24 isdesigned to fit in the space a typical stack of ammunition would occupyin a magazine 28. This allows the shell ejection mechanism 24 to beplaced in the magazine 28 and eject the empty shells 13 from themagazine 28 of the weapon emulator 10. It also allows the magazine 28 tobe ejected, removed and/or handled while still maintaining theappearance of a normal magazine.

As may be seen in FIG. 8A, one embodiment of a shell ejection mechanism24 includes a pivot point 72. Pivot point 72 may be provided by abearing 70 or some other type of device that provides rotation. In someembodiments, a precision bearing like those used in hard drives may beused.

The embodiment shown in FIG. 8A further comprises an electro-mechanicalactuator 16, pivot coupler 74, pivot handle 76, shell ejector 84, shellstop 80 and shell stop 82. (Shell ejector 84, shell stop 80 and shellstop 80 are shown in FIGS. 8B and 8C). One or more of pivot handle 76,shell ejector 84 and shell stops 80 and 82 may be embodied by a roller.Using a roller reduces friction and jamming because the roller releasesany force build up. In a preferred embodiment, at least shell ejector84, and shell stops 80 and 82 are rollers.

FIG. 8B is a rear view of the “rest” position of one embodiment of ashell ejection mechanism. In the “rest” position, the shell ejector 84and shell stop 82 (the two pivoting rollers on the upper/right andlower/left) are on either side of the middle line that goes through thepivot point 72, so the top-most shell 13 pressures the upper/rightroller to the right, while the second shell (or shell-shaped magazinefollower if the upper shell is the last one) pressures the lower/leftroller to the left, creating a rigid stasis that self-balances thetop-most shell 13 at the “rest” position.

In operation of a preferred embodiment, shell stop 80 is fixed whileshell stop 82, shell ejector 84 and pivot handle 76 are pivotallyconnected about pivot point 72. In a preferred embodiment,electro-mechanical actuator 16 is coupled to the pivot handle 76 viapivot coupler 74. In the embodiment shown in FIG. 8A, theelectro-mechanical actuator 16 is designed to move pivot coupler 74 in alinear motion back and forth. The linear motion of pivot coupler 74causes the pivot handle 76 to rotate about the pivot point 72 and movethrough positions 76A and 76B as the pivot handle 76 swings through anarc about the pivot point 72.

In the preferred embodiment, shell ejector 84 and shell stop 82 pivotabout pivot point 72 and are in fixed relation to pivot handle 72. Pivotstop 80 remains fixed in a preferred embodiment. Accordingly, when theelectromechanical actuator 16 moves the pivot handle 76, shell ejector84 moves in a corresponding arc up and under top-most shell 13 and pivotstop 82 moves in a corresponding arc out of the way of the risingtop-most shell 13. As the motion continues, shell ejector 84 eventuallyextends far enough into the magazine 28 to eject the top-most shell 13and pivot stop 82 has moved far enough out of the way to allow thetop-most shell 13 to be ejected. As the motion of the electro-mechanicalactuator 16 and consequently the pivot handle 76 reverses, shell ejector84 recedes from the interior of the magazine 28 and shell stop 82returns to its interfering position while spring 78 forces a new shellinto the ready position.

FIG. 9 illustrates one embodiment of a shell ejection sequence for theshell ejection mechanisms 24 shown in FIGS. 8A-8C. In a preferredembodiment, the resting position of the shell ejection mechanism isshown as the illustration labelled “0 degrees.” The “rest” position iswhere e shell ejection mechanism 24 waits for the next trigger pull.Once the shell ejection mechanism 24 senses a trigger pull, a quickpulse of the electro-mechanical actuator occurs. In a preferredembodiment, a small actuator solenoid, snaps the shell ejectionmechanism 4 to the −12.5 degrees position, ejecting the shell. Snappingthe solenoid back to +12.5 degrees allows the next shell to be loaded,and with the solenoid de-energized, the shell is pushed up to the “rest”position by the spring for the next trigger pull.

The embodiment and process shown in FIG. 9 will now be described in moredetail. As the illustrations in FIG. 9 progress from left to right, theelectro-mechanical actuator 16 (not shown) moves the pivot handle 76(not shown) through an arc about pivot point 72. When the pivot handle76 is caused to move through an arc about pivot point 72, shell ejector84 and shell stop 82 are caused to move through their respective arcsbecause they are in fixed relation to pivot handle 76, with respect topivot point 72. Accordingly, at 0 degrees, the shell ejector 84 ispositioned half inside and half outside the magazine 28 and the shellstop 82 is above to the right of the top-most shell 13. The distancebetween shell stop 80 and shell stop 82 is small enough to prevent shell13 from coming out of the magazine 28. As the illustrations progress tothe right through −6 degrees and all the way to −12.5 degrees, shellejector 84 proceeds into the magazine 28 in an arc that brings it up andunder the top-most shell 13 causing the top-most shell 13 to be forcedup. At the same time, shell stop 82 proceeds in an arc from above thetop-most shell 13, blocking its escape, to off to the side of themagazine allowing the top-most shell 13 to be ejected in theillustration labelled “EJECT.” In the illustration labelled “EJECT” theshell ejector 84 and the shell stop 82 are still in the same position asshown in the −12.5 degrees illustration, however the shell has justprogressed out of the magazine due to the force of impact from the shellejector 84.

The shell ejector 84 plays two roles. As shell ejector 84 moves intomagazine 28 it not only forces the top-most shell 13 to be ejected, butit provides an obstacle to prevent any other shells 13 from exiting themagazine 28 while the shell stop 82 is off to the side. Without shellejector 84 becoming an obstruction, spring 78 may force all the shells13 out of the magazine 28 in the eject configuration.

Once the top-most shell 13 is ejected, the electro-mechanical actuator16 reverses direction and swings pivot handle 75 in the oppositedirection, causing shell ejector 84 and shell stop 82 to swing back inthe opposite direction; returning to their starting positions. However,in a preferred embodiment, the pivot handle 76 proceeds past theoriginal starting point to continue to move shell ejector 84 completelyout of the magazine 84 to allow another shell 13 to be easily moved upinto a position to be ejected. This is illustrated at +12.5 degrees.

Finally, in a preferred embodiment, the electro-mechanical actuator 16reverses one more time and the shell ejector 84 and shell stop 82 arereturned to their starting positions at 0 degrees.

In a preferred embodiment, a supply of shell stops 82 with a variety ofangled profiles may be supplied. The different angled profiles of theshell stops 82 may be used so that the ejection trajectory of the shell13 may be tailored. In a preferred embodiment, the various shell stops82 may be retrofit to the shell ejection mechanism 24 to provide customejection trajectories of the shells 13.

In the preferred embodiment, the shell ejection mechanism 24 is poweredby an electro-mechanical actuator 16. The electro-mechanical actuator 16allows control over how and when the shell 13 is ejected from the weaponemulator 10. In some embodiments, the electro-mechanical actuator 16 mayinclude a number of magnets. In some embodiments, the pivot coupler 74may be held in place by the magnetic attraction between the magnets ofthe electro-mechanical actuator. In a preferred embodiment shown in FIG.8A, the coils are wired in reverse from each other and located at theopposite ends of the combined magnet, acting on the magnetic fields thatexist there.

In one embodiment of the electro-mechanical actuator 16 for the shellejection device 24, two coils are used, each of which actssimultaneously on either end of a single magnet, thereby providing twicethe push force. The coils may be driven by a single channel, andtherefore are wired in series, but with one coil in reverse (so thecurrent flows in the opposite direction), since one coil acts on theN-pole end while the other coil acts on the S-pole end. In this manner,current from the bridge driver snaps the actuator assembly in onedirection to eject a shell, then the bridge is reversed to snap theactuator the other direction to load the next shell.

In yet another embodiment, the coils may be wired in parallel instead ofseries, thereby doubling the current through each coil (As anon-limiting example, 7.4V@2.2 A in series, 7.4V@8.8 A total inparallel). Doubling the current effectively doubles the force theactuator applies to the shell.

In a typical embodiment, the actuator times for loading and ejecting maybe around 30 ms and 50 ms respectively. In yet another embodiment theactuator times may be around 15 ms and 25 ms respectively. However,other times may be used. In a preferred embodiment, smaller times may beused resulting in less battery use.

In a preferred embodiment, which may result in most realistic shellejection, the times for ejection may be reduced to 10 ms and 5 ms forloading and ejecting respectively. When the load and ejection times arereduced to properly timed values, the shell ejector functions asdescribed above. However, with the reduced actuation times, the shell isstill being ejected when the actuator snaps back the other way andcauses the shell stop 82 to strike the shell 13 before it has fullyexited the magazine 28. This may cause additional realism to thetrajectory of the shell ejection.

In a preferred embodiment, the primer cap of the shell is replaced witha magnet of the same size and finish to aid in electromagneticallypositioning the shell prior to ejection. In a preferred embodiment, theshell ejection mechanism can eject shells at different angles, indifferent directions, for different distances, or with differentvelocities. In other embodiments, other mechanisms may be used to ejectshells, including purely mechanical means like springs etc. In otherembodiments, the shells can be selectively programmed to intentionallyjam, instead of ejecting, during firing. This may be a software onlyfunction that does not require any specific alteration of the shellitself.

In some embodiments, in order to distinguish a weapon emulator 10 from areal gun, both of which may coexist on a movie set, the weapon emulator10 may operate the barrel tip indicator 32 with various blinkingpatterns and color combinations in order to distinguish itself as a“safe” non-firing prop gun. This feature may be wirelessly activated byan authorized crew member, such that the blinking occurs only duringthose periods when filming is not taking place. During filming, theweapon emulator 10 will operate as intended, with the barrel tipindicator 32 flashing once for every round fired, then returning to its“safe” blink function once filming has stopped. Different colors orrates of blinking may be used to indicate different information such asthe current state of filming.

In yet other embodiments, the slide of each weapon emulator 10 may beautomatically retracted under wireless control of the stunt coordinator(or other designated crew member), as an additional indicator that theweapon emulator 10 is in a “safe” condition.

Although the embodiments have been described with reference to preferredconfigurations and specific examples, it will readily be appreciated bythose skilled in the art that many modifications and adaptations of theelectronic device with a customizable image and methods thereforedescribed herein are possible without departure from the spirit andscope of the embodiments as claimed hereinafter. Thus, it is to beclearly understood that this description is made only by way of exampleand not as a limitation on the scope of the embodiments as claimedbelow.

What is claimed is:
 1. A method of emulating a weapon comprising:illuminating a barrel tip locator to create an illuminated barrel tiplocator when a fire signal is received; capturing an image of theilluminated barrel tip locator on a recorded media; and replacing theimage of the illuminated barrel tip locator on the recorded media with adigitized visual effect.
 2. The method of claim 1, wherein the barreltip locator is a light emitting diode.
 3. The method of claim 1, whereinthe digitized visual effect is a muzzle flash.
 4. The method of claim 1further comprising synchronizing the illumination of the barrel tiplocator with a camera shutter opening.
 5. The method of claim 1 whereinthe barrel tip locator is illuminated for a duration matched to a cameraframe rate.
 6. The method of claim 5, wherein the barrel tip locator issingle-frame designation.
 7. The method of claim 1, further comprisingthe step of sensing the movement of a trigger to initiate the firesignal.
 8. The method of claim 1, wherein the barrel tip locator is alight emitting diode.
 9. The method of claim 8, wherein the RGBW is alight emitting diode.
 10. The method of claim 1, wherein the weapon isan emulated gun.
 11. The method of claim 10, wherein the barrel tiplocator is located inside a barrel of the emulated gun.
 12. The methodof claim 1, wherein the illuminated barrel tip locator is used toinitiate squib function.
 13. The method of claim 1, further comprisingvarying the color and intensity of the illuminated barrel tip locator tomatch a particular scene.
 14. The method of claim 1, further comprisingvarying the wavelength of the illuminated barrel tip locator.
 15. Themethod of claim 1, further comprising minimizing reflections of theilluminated barrel tip locator with an optical polarizer.
 16. The methodof claim 10, wherein a visual enhancer is added to a barrel of theemulated gun.
 17. The method of claim 1, further comprising causing thebarrel tip locator to illuminate intermittently to form a blinkingpattern and changing the blinking pattern based on a state of filming.18. A method of emulating a weapon comprising: causing a barrel tiplocator to illuminate when a fire signal is received; recording theillumination of the barrel tip locator on film; locating frames withinthe film where the illumination of the barrel tip locator occurs; andediting the located frames by replacing the illuminated barrel tiplocator with a muzzle flash.
 19. A method of emulating a weaponcomprising: pulsing a barrel tip locator for a duration matched with acamera frame rate when a fire signal is received; capturing the barreltip locator on film during pulsing; locating frames within the film thatinclude the barrel tip locator pulsing; and editing the frames to inserta digitized visual effect for the barrel tip locator pulsing.
 20. Themethod of claim 19, wherein the barrel tip locator is a light emittingdiode.